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I love that at some point of development, someone thought "What does this game about shooting aliens REALLY need?", and then the answer came "Swords".
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# ? Feb 8, 2016 23:15 |
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# ? May 21, 2024 18:13 |
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Zaphod42 posted:No, it isn't unheard of, but its still needlessly goofy when you can just use a different name that fits the same thing better The secret is that you are perceiving patterns where there are none, like looking for shapes in a cloud you are simply projecting what you wish to see, and that it is ultimately completely meaningless whether it is a Paladin or a Squad Leader. PS Ranger is a D&D class Fat Samurai posted:I love that at some point of development, someone thought "What does this game about shooting aliens REALLY need?", and then the answer came "Swords". Shame they're kind of rear end. They perform respectably in the early game but oof that (lack of) scaling.
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# ? Feb 8, 2016 23:15 |
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Zomborgon posted:I really need predator armor RIGHT DANG NOW, but I mistakenly sold a bunch of ADV trooper corpses a week before I found out about that cost. I haven't seen a regular trooper for the last three missions. Am I hosed and have to research higher armor immediately? You will get advanced troopers before too long. I have a good tip for you new/really early players! As soon as you feel comfortable in your squad you really should assault the blacksite or brainjack a cop, because you'll unlock a new facility that's really useful and will show you the deployed force structure and number for missions.
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# ? Feb 8, 2016 23:16 |
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How reliable are the upgraded swords for their status effects? And what month do you usually hit the blacksite? I'm currently in May with Predator armor, upgraded pistols, rifles, and shotgun. No 6 man squad.
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# ? Feb 8, 2016 23:19 |
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I'm nearing the end of my first campaign (I think), and I'm wondering if there's ever any downside to civilians dying because of XCOM? Like, say, a frag grenade goes off a little too close to a building and removes the floor under a civilian. Or using a flamethrower inside an art gallery and kind of maybe setting the place on fire and hearing some civilians screaming in agony off-screen later on. Hypothetically of course. XCOM are the good guys and any allegations of war crimes are ADVENT propaganda.
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# ? Feb 8, 2016 23:20 |
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LordNat posted:Did you adjust the camera to see if it was flying? I have had guys just take off into the air randomly and be out of the range of explosives. It looks like it's on the ground like all the other units next to it. And i'm out on a woods mission so there's no higher terrain where I can make it air burst.
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# ? Feb 8, 2016 23:20 |
Pwnstar posted:Protip: If you see Crysalids burrow into the ground and you don't want to activate them (or you do activate them and reload back to the start of the turn) you can grenade the area where they are hiding and they will take damage and pop out without charging any of your guys. Protip: This also hilariously works with saturation fire. I bet it works with other cone-based attacks from the heavy suits as well.
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# ? Feb 8, 2016 23:21 |
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Literally blazed through a kidnap VIP mission leveling half the buildings and setting everything on fire. Half way to the escape chopper the VIP succumbs to the flames. I didn't even notice they were on fire. Which means my Specialist was happily hauling rear end to a chopper carrying a man who was ON FIRE.
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# ? Feb 8, 2016 23:22 |
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Matrim posted:Protip: This also hilariously works with saturation fire. I bet it works with other cone-based attacks from the heavy suits as well. I need to start making better use of the flamethrower.
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# ? Feb 8, 2016 23:23 |
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Random rear end in a top hat posted:No, eventually Advanced Troopers will start showing up. Oh, so Advanced Troopers and regular ADVENT troopers drop the same corpse resource? good, that will be of much help. Additionally, this operation name threw me for a bit: (Also, yeah, I added Mass Effect's jackass councilor as a dark/VIP)
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# ? Feb 8, 2016 23:24 |
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Zaphod42 posted:I like these, although you should rename the Paladin to something like "Squad Leader" or even just "Leader" because this isn't D&D. Watch out the paladin is coming! M109A6 Paladin 155-mm self-propelled howitzer
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# ? Feb 8, 2016 23:24 |
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Captain Oblivious posted:PS Ranger is a D&D class army rangers
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# ? Feb 8, 2016 23:27 |
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is there a mod that will change the rank names for Psi Ops back to military ranks because it makes me irrationally angry that I have no idea what rank my wizardmans is without checking a chart
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# ? Feb 8, 2016 23:28 |
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YeOldeButchere posted:I'm nearing the end of my first campaign (I think), and I'm wondering if there's ever any downside to civilians dying because of XCOM? Like, say, a frag grenade goes off a little too close to a building and removes the floor under a civilian. Or using a flamethrower inside an art gallery and kind of maybe setting the place on fire and hearing some civilians screaming in agony off-screen later on. Hypothetically of course. XCOM are the good guys and any allegations of war crimes are ADVENT propaganda. mostly because ALL of them have a chance of actually being Faceless
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# ? Feb 8, 2016 23:29 |
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FordPRefectLL posted:army rangers I hereby cede my title, I have been bested.
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# ? Feb 8, 2016 23:29 |
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colonel grand wizard
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# ? Feb 8, 2016 23:30 |
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Captain Oblivious posted:The secret is that you are perceiving patterns where there are none, like looking for shapes in a cloud you are simply projecting what you wish to see, and that it is ultimately completely meaningless whether it is a Paladin or a Squad Leader. Ranger, Grenadier, Specialist, Sharpshooter, Psi Operative, Paladin One of these things is not like the others, one of these things just doesn't belong... Ranger is a D&D class, but its also a military job title. (https://en.wikipedia.org/wiki/United_States_Army_Rangers) Swap "designated squad marksman" for sharpshooter and the only one of those which doesn't sound US military is the Psi Operative, except actually that one's real too, just a different type (https://en.wikipedia.org/wiki/Psychological_Operations_(United_States)) Tenzarin posted:M109A6 Paladin 155-mm self-propelled howitzer Yeah but vehicles have that standard. Naming them after people is more common (Abrams, Sherman, Grant, Bradley, etc.) but you see a lot of animals and stuff too, (Locust, Tiger, Bulldog, etc.) But I'm just making up patterns where they don't exist apparently.
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# ? Feb 8, 2016 23:31 |
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Okay. Mods I want: 1) Faster Gremlin animations. Faster animations in general. 2) Soldiers gain Hacking with every attempted override. Specialists gain extra benefit from these hack attempts. 3) Better scaling for sword damage, possible armor piercing for late-game swords. 4) Put a snake dick on the snake tits
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# ? Feb 8, 2016 23:33 |
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Incidentally, "Paladin" was the codename of my superstar Ranger in my last campaign. Would've probably fit better if he did more swording but he was still pretty rad.Bogart posted:Okay. Mods I want: I'd install that in a second. I'd love a mod that did one of the following things: 1. Halve the frequency of Dark Events but double the impact of each, or 2. Longer grace period between the "there's a guerrilla mission to disrupt a Dark Event" pop-up and "DO THIS RIGHT NOW HOLY poo poo" warning. Either of those would be okay. Basically, I'm fine with the game being tough--it's just fatiguing how often it pesters me.
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# ? Feb 8, 2016 23:35 |
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Bogart posted:2) Soldiers gain Hacking with every attempted override. Specialists gain extra benefit from these hack attempts. This is a pretty cool idea, although spending like 3 turns on the same hack is still terrible. Maybe go far enough as to say that Specialists get a guaranteed hack after a failure? Or maybe a huge bonus and then a guaranteed hack on the 3rd attempt if it gets that far? Bogart posted:1) Faster Gremlin animations. Faster animations in general. I really wouldn't mind a "disable cutscenes during combat" mod. Like, just let it play out from the same static camera the whole time the way X-COM did back on DOS. Maybe its not as cinematic, but after you've seen those angles 100 times they get pretty old anyways, I'd rather it just be faster. There's no option for that right? I didn't see one.
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# ? Feb 8, 2016 23:37 |
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How do I know when i'm prepared to attack the blacksite? Is it like the alien base where you should wait as long as possible?
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# ? Feb 8, 2016 23:38 |
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I know a lot of people are for buffed sword damage but with the Reaper skill, it might make it too good. I have set up some pretty crazy kill sequences that a shotgunner can't come close to matching.
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# ? Feb 8, 2016 23:38 |
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Just do it when you get too antsy about the Doom Meter.Zaphod42 posted:This is a pretty cool idea, although spending like 3 turns on the same hack is still terrible. Maybe go far enough as to say that Specialists get a guaranteed hack after a failure? Or maybe a huge bonus and then a guaranteed hack on the 3rd attempt if it gets that far? Or maybe a Pyrrhic Victory proving grounds project, letting you gain a small benefit even on a fail. You can totally get rid of cinematic cameras, though.
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# ? Feb 8, 2016 23:39 |
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Zaphod42 posted:Ranger, Grenadier, Specialist, Sharpshooter, Psi Operative, Paladin You are citing perceived patterns from the game, as well as patterns from outside the game in conjunction with each other to make a case. This is because you have a preconceived notion of how things should be that you're attached to. That's about all I'm gonna say though because, ya know, my whole case here is "who even gives a poo poo it makes no difference and no one will care one way or the other". MikeC posted:I know a lot of people are for buffed sword damage but with the Reaper skill, it might make it too good. I have set up some pretty crazy kill sequences that a shotgunner can't come close to matching. You probably aren't too far in the game if you think this to be honest. Reaper is good but the nerfed damage per hit on a weapon that already literally never upgrades its damage for the entire game...is not spectacular as time goes on. By all means use a Blademaster spec Ranger for early to mid game but respec the hell out of it later on.
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# ? Feb 8, 2016 23:41 |
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I think my problem with hacking is that you can take measures against other rng fuckery. 95% shots can miss, but you don't have to make an entire mission dependent on one dude making that shot. You can reserve a counter for that specific enemy just in case you miss, like mimic beacons or stasis. But with hacking, you have no recourse but to hope the rng doesn't gently caress you over. There is no skill or strategy involved.
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# ? Feb 8, 2016 23:43 |
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Bogart posted:Just do it when you get too antsy about the Doom Meter. When does a smart person get antsy about the doom meter? How far does winning a blacksite mission set it back?
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# ? Feb 8, 2016 23:44 |
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Cant decide if I prefer demolition or suppression. Demolition is pretty nice to taking out cover but can miss. Suppression can stop enemies from moving and nerfing their aim but sometimes it wont stop them and just makes the heavy a huge target. Baron Porkface posted:When does a smart person get antsy about the doom meter? How far does winning a blacksite mission set it back? Make sure you stop the dark event "Avatar project forward 2 weeks" or else you kinda waste your blacksite bonus.
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# ? Feb 8, 2016 23:44 |
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Man, this game is kicking my rear end. I am constantly squad wiping. I gotta adjust my tactics, because gently caress.
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# ? Feb 8, 2016 23:45 |
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Zaphod42 posted:There's no option for that right? I didn't see one. Should be under gameplay options.
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# ? Feb 8, 2016 23:45 |
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Baron Porkface posted:When does a smart person get antsy about the doom meter? How far does winning a blacksite mission set it back? The pro strat is, apparently, to wait until the meter hits max. You get an amount of time based on your difficulty level (21 days on Veteran) that starts counting down. If you do the Blacksite mission then, it'll knock a pip off the counter and stop the doomsday clock. Other missions that set back the Avatar Project will do the same, and many will knock off more pips than the Blacksite will. You're entirely free to just do whatever you want until the very last second, hop into a mission that sets back the Avatar Project, succeed, and continue on your merry way until it freaks out again.
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# ? Feb 8, 2016 23:46 |
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I'm a little bit concerned about the pace of the campaign. When the Avatar project was introduced it instantly incremented by 3 blocks. In the next ten or so minutes whilst I was scanning some stuff it went up to 5 blocks. I did a super hard mission and it went back down by 1, but it kind of stresses me out not knowing what stuff I should be scanning in case I waste too much time. First time XCOM player by the way. EDIT: Just posted to see a bunch of discussion on the same thing. Sorry guys Linx fucked around with this message at 23:49 on Feb 8, 2016 |
# ? Feb 8, 2016 23:47 |
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Bogart posted:3) Better scaling for sword damage, possible armor piercing for late-game swords.
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# ? Feb 8, 2016 23:48 |
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Serious Frolicking posted:I think my problem with hacking is that you can take measures against other rng fuckery. 95% shots can miss, but you don't have to make an entire mission dependent on one dude making that shot. You can reserve a counter for that specific enemy just in case you miss, like mimic beacons or stasis. But with hacking, you have no recourse but to hope the rng doesn't gently caress you over. There is no skill or strategy involved. idk i think there's a lot of nuance for choosing when and what to hack and functionally you can increase the threshhold for hacking with upgraded gremlins and skulljacks. the only difference between shooting and hacking is you actually see the roll with hacking. i find that sometimes taking the less desirable hacking choice (disabling a sectoid for 2 turns, for instance) is often in the long run a better choice than gambling for full control just like taking shots or flanking etc it's all about risk assessment. also, failing a hack doesn't really ruin the whole mission either, just makes it more difficult.
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# ? Feb 8, 2016 23:48 |
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Captain Oblivious posted:You probably aren't too far in the game if you think this to be honest. Reaper is good but the nerfed damage per hit on a weapon that already literally never upgrades its damage for the entire game...is not spectacular as time goes on. Its tier 3 tech fully researched. I typically use explosives to shred and whittle down health and then use Reaper as a finisher. Saves me about 2 action points on average. Definitely took me longer to appreciate how it works though.
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# ? Feb 8, 2016 23:49 |
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Linx posted:I'm a little bit concerned about the pace of the campaign. When the Avatar project was introduced it instantly incremented by 3 blocks. In the next ten or so minutes whilst I was scanning some stuff it went up to 5 blocks. I did a super hard mission and it went back down by 1, but it kind of stresses me out not knowing what stuff I should be scanning in case I waste too much time. First time XCOM player by the way. Some missions set it back by more than one segment. These are "alien facility" missions that pop up around the map--you'll get a message whenever one does. Once the meter maxes out, you'll still have a certain number of days to stop it and set it back again (21 days on Veteran). You have until the very last second to do that. It's stressful and can absolutely gently caress you over, but if you make good early-game decisions (a thing I did not do on my first campaign), you don't have a lot to worry about.
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# ? Feb 8, 2016 23:49 |
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Linx posted:I'm a little bit concerned about the pace of the campaign. When the Avatar project was introduced it instantly incremented by 3 blocks. In the next ten or so minutes whilst I was scanning some stuff it went up to 5 blocks. I did a super hard mission and it went back down by 1, but it kind of stresses me out not knowing what stuff I should be scanning in case I waste too much time. First time XCOM player by the way. Don't sweat it too much. A lot of those pips are connected to various facilities around the world, and when you attack those facilities, the pips go back down by however much that facility has contributed to the avatar project so far.
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# ? Feb 8, 2016 23:50 |
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Harrow posted:Some missions set it back by more than one segment. These are "alien facility" missions that pop up around the map--you'll get a message whenever one does. Oh awesome. I wish the game had made that a little more clear, but I suppose most players aren't franchise first timers. I have no idea if my decisions thus far have been good or not, I'm pretty much just picking things that I think seem useful or cool.
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# ? Feb 8, 2016 23:52 |
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So what are the "must stop" Dark Events? Some of them don't seem too nasty, others seem utterly crippling, but I never know what to prioritize when it pops up.FordPRefectLL posted:idk i think there's a lot of nuance for choosing when and what to hack and functionally you can increase the threshhold for hacking with upgraded gremlins and skulljacks. the only difference between shooting and hacking is you actually see the roll with hacking. i find that sometimes taking the less desirable hacking choice (disabling a sectoid for 2 turns, for instance) is often in the long run a better choice than gambling for full control So far, my risk assessment of every hack I've seen is "ehhhh, not worth it." It doesn't help that my Specialists usually only have a 50-60% chance of not loving up horribly. I missed some early opportunities to jack up their tech score, so that's probably part of the issue.
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# ? Feb 8, 2016 23:52 |
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Zaphod42 posted:I like these, although you should rename the Paladin to something like "Squad Leader" or even just "Leader" because this isn't D&D. The US Army's M109 Paladin Howitzer would like to have a word with you But thanks! I'm going to be trying hard to make classes that aren't overpowered (at certainly not as OP as the game's Psi Soldiers) and that present interesting tactical and strategic choices.
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# ? Feb 8, 2016 23:52 |
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# ? May 21, 2024 18:13 |
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Speaking of hacking, I love how my first encounter with a Sectopod was doing a hack to seize control of all robots for one turn and lo and behold, there it was. Then I checked out all its abilities and killed two ADVENT with my testdrive. Would do it again. Have to say, domination and haywire protocol are huge force multipliers when you've got the stats to make them work. [Edit]By the way, if you have two Psykers with Domination can you have more than one Dominated alien at a time or is it only one per mission?
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# ? Feb 8, 2016 23:52 |